So two basic potential approaches come to mind right away: If you would like an explicit testing approach, you could cast a ray down from the car and check the material or other property of the intersected geometry.
A potentially nicer solution could be to represent the track as a spline (I recommend looking at Catmull-Rom splines), and generate the track geometry from that. You could then use the same data for collision detection as well by testing distance from the spline to the car. I haven't used them, but there are some path tools in away3d that may help you here. Look at the Path and PathExtrude classes. HTH, -Ken On Mon, Nov 16, 2009 at 10:51 AM, narongrit kanhanoi <[email protected]>wrote: > Hi everybody > > today i find a nice racing game and i found > > http://www.flashracegames.com/play-sprint-race-3d.html > > if i try to write racing game like this with away3d > > who can tel me what i do if i want about check when car drive out of > street and slow down > > > thank you .... > >
